isaiah40, unfortunately you didn't look at the map above which is on the previous page, nor did you follow some of the discussion that Sully and i had had, where Sully had proposed that the territories in front of the tribes also start not as neutrals but as same starting positions.isaiah40 wrote:I have a question first. How many territories are starting neutral besides the 3 killer neutrals? If I read right, the territories in front of the tribes start neutral as well, right? If so I count 3 Killers, 8 adjacent to the tribes, 1 in the 2 territory bonus comes to 12 territories starting neutral. That leaves 92 starting territories, not exactly one of the sweet starting numbers. As a matter of fact, the next best starting number is 80. Here's the break down based on 92 starting territories:
2 players --> 30 territories
3 players --> 30 territories
4 players --> 23 territories
5 players --> 18 territories
6 players --> 15 territories
7 players --> 13 territories
8 players --> 11 territories
Out of the above starting territories the following is the break down of tribes that actually start:
2 players --> 4 tribes
3 or 4 players --> 2 tribes
5 - 8 players --> 1 tribe each
So the total territories left to be doled out would be
2 players --> 26 territories
3 players --> 28 territories
4 players --> 28 territories
5 players --> 17 territories
6 players --> 14 territories
7 players --> 12 territories
8 players --> 10 territories
Only 7 player games is bad. So I think this is pretty darn good. I'm okay with these numbers, as long as I counted everything right.


No, because 12 ÷ 3 = 4cairnswk wrote:isaish40...doesn't 12 territories = 3 men ?
I'm in favour of something like 10 on the tribe and 9 on the adjacent territory, with both as starting territories.isaiah40 wrote:Okay, I guess I totally misunderstood everything. Now if the adjacent territories also are starting territories then that will leave you with 100 territories which is not a golden number. Here is the break down of how many men each player gets on his/her first turn. Notice that in 3 and 8 player games the first player to go first can take 1 territory from another player:
2 players --> 50 territories --> 16 men
3 players --> 33 territories --> 11 men
4 players --> 25 territories --> 6 men
5 players --> 20 territories --> 6 men
6 players --> 16 territories --> 5 men
7 players --> 14 territories --> 4 men
8 players --> 12 territories --> 4 men
With these numbers I would go with something like 10 on the tribe and 9 on the adjacent territory. This will take care of the 1v1 games. I believe that this will be way too much, so I suggest on having those adjacent territories start as the nine neutrals,and the tribes start with 5. ...

So, Sully you want 4 on Gerehu Faiv and 15 on Enga Tribe.Victor Sullivan wrote:Hm, I'm more in favor of 15 on the tribe and 4 on the adjacent territory, so there's more delay with accessing those extra troops.
-Sully

OK, we'll start off with 19 trooops between the two territories, but let's go for 12 on the front territory and 7 one the tribe.isaiah40 wrote:I think that 19 troops between the two territories would be good as this will prevent any chance of anyone getting wiped out first turn. Actually, if some one had really lucky dice - like I did once on Classic, taking 30 troops with my lowly 17 and breaking 2 continents in the process - they could do it, but the probabilities of that happening that often are like getting struck by lightening.

OK i've changed that in V8 above.isaiah40 wrote:I can go with that.

You are giving the first player far too much power. A 12 on the front territory plus a deploy could do tons of damage in one turn, potentially knocking the second player (in a 1v1 situation) down multiple territories, reducing said player's territory bonus down by at least 1, though likely more - 2 or even 3. Granted, Player 1 opens up his tribe, but it has a solid 7 on it, and if he's smart he'd wipe out as many regions of yours around his tribe as possible, then fort troops back to guard. With a smaller amount for the territory connecting to the tribe, it creates a delay in accessing the extra troops - sufficient time for Player 2 to collect his bonus and decide what he wants to do before Player 1 strikes.cairnswk wrote:OK, we'll start off with 19 trooops between the two territories, but let's go for 12 on the front territory and 7 one the tribe.isaiah40 wrote:I think that 19 troops between the two territories would be good as this will prevent any chance of anyone getting wiped out first turn. Actually, if some one had really lucky dice - like I did once on Classic, taking 30 troops with my lowly 17 and breaking 2 continents in the process - they could do it, but the probabilities of that happening that often are like getting struck by lightening.
does anyone agree with that?
Don't apologise for debating this Sully, i'm pleased your throwing in different aspects.Victor Sullivan wrote:I apologize for my lack of activity around these parts![]()
Anywho, I'm afraid I disagree with your proposal here:You are giving the first player far too much power. A 12 on the front territory plus a deploy could do tons of damage in one turn, potentially knocking the second player (in a 1v1 situation) down multiple territories, reducing said player's territory bonus down by at least 1, though likely more - 2 or even 3. Granted, Player 1 opens up his tribe, but it has a solid 7 on it, and if he's smart he'd wipe out as many regions of yours around his tribe as possible, then fort troops back to guard. With a smaller amount for the territory connecting to the tribe, it creates a delay in accessing the extra troops - sufficient time for Player 2 to collect his bonus and decide what he wants to do before Player 1 strikes.cairnswk wrote:OK, we'll start off with 19 trooops between the two territories, but let's go for 12 on the front territory and 7 one the tribe.isaiah40 wrote:I think that 19 troops between the two territories would be good as this will prevent any chance of anyone getting wiped out first turn. Actually, if some one had really lucky dice - like I did once on Classic, taking 30 troops with my lowly 17 and breaking 2 continents in the process - they could do it, but the probabilities of that happening that often are like getting struck by lightening.
does anyone agree with that?
-Sully

Yes. I can also edit the number of regions per troop:cairnswk wrote:Don't apologise for debating this Sully, i'm pleased your throwing in different aspects.Victor Sullivan wrote:I apologize for my lack of activity around these parts![]()
Anywho, I'm afraid I disagree with your proposal here:You are giving the first player far too much power. A 12 on the front territory plus a deploy could do tons of damage in one turn, potentially knocking the second player (in a 1v1 situation) down multiple territories, reducing said player's territory bonus down by at least 1, though likely more - 2 or even 3. Granted, Player 1 opens up his tribe, but it has a solid 7 on it, and if he's smart he'd wipe out as many regions of yours around his tribe as possible, then fort troops back to guard. With a smaller amount for the territory connecting to the tribe, it creates a delay in accessing the extra troops - sufficient time for Player 2 to collect his bonus and decide what he wants to do before Player 1 strikes.cairnswk wrote:OK, we'll start off with 19 trooops between the two territories, but let's go for 12 on the front territory and 7 one the tribe.isaiah40 wrote:I think that 19 troops between the two territories would be good as this will prevent any chance of anyone getting wiped out first turn. Actually, if some one had really lucky dice - like I did once on Classic, taking 30 troops with my lowly 17 and breaking 2 continents in the process - they could do it, but the probabilities of that happening that often are like getting struck by lightening.
does anyone agree with that?
-Sully
I see what you're saying.
Is there any way then that the maximum bonus/deployment received can be limited by using the xml?
-SullyVictor Sullivan wrote:Ah! I'm sorry, cairns. The breakdown looks like this:
8 starting positions of 2 territories each (16 total territories) + 3 killer neutrals + 1 neutral + 84 deployable/droppable territories = 104 total territories, as per the first post.
Hm, doesn't look good... And the starting values would have to be increased fairly substantially. I suggest we change the standard +1 per 3 territory bonus to +1 per 5, so the values will look much more manageable:
- 2 players --> 36 [+12] (no position max); 32 [+10] (max="2"); 30 [+10] (max="1")
3 players --> 32 [+10] (no position max & max="2"); 30 [+10] (max="1")
4 players --> 25 [+8] (no position max & max="2"); 23 [+7] (max="1")
5 players --> 18 [+6]
6 players --> 16 [+5]
7 players --> 14 [+4]
8 players --> 12 [+4]
Hm, still not fantastic, but this could be remedied with a neutral:
- 2 players --> 36 [+7] (no position max); 32 [+6] (max="2"); 30 [+6] (max="1")
3 players --> 32 [+6] (no position max & max="2"); 30 [+6] (max="1")
4 players --> 25 [+5] (no position max & max="2"); 23 [+4] (max="1")
5 players --> 18 [+3]
6 players --> 16 [+3]
7 players --> 14 [+3]
8 players --> 12 [+3]
Of course, I still need to look into those 3-territory bonuses, which could mess with these values a bit.
- 2 players --> 35 [+7] (no position max); 31 [+6] (max="2"); 29 [+5] (max="1")
3 players --> 31 [+6] (no position max & max="2"); 29 [+5] (max="1")
4 players --> 24 [+4] (no position max & max="2"); 22 [+4] (max="1")
5 players --> 18 [+3]
6 players --> 15 [+3]
7 players --> 13 [+3]
8 players --> 12 [+3]
-Sully
OK. what is your proposal all up, if I give 10 on tribe and 9 up front.Victor Sullivan wrote:Yes. I can also edit the number of regions per troop:cairnswk wrote:Don't apologise for debating this Sully, i'm pleased your throwing in different aspects.Victor Sullivan wrote:I apologize for my lack of activity around these parts![]()
Anywho, I'm afraid I disagree with your proposal here:You are giving the first player far too much power. A 12 on the front territory plus a deploy could do tons of damage in one turn, potentially knocking the second player (in a 1v1 situation) down multiple territories, reducing said player's territory bonus down by at least 1, though likely more - 2 or even 3. Granted, Player 1 opens up his tribe, but it has a solid 7 on it, and if he's smart he'd wipe out as many regions of yours around his tribe as possible, then fort troops back to guard. With a smaller amount for the territory connecting to the tribe, it creates a delay in accessing the extra troops - sufficient time for Player 2 to collect his bonus and decide what he wants to do before Player 1 strikes.cairnswk wrote:OK, we'll start off with 19 trooops between the two territories, but let's go for 12 on the front territory and 7 one the tribe.isaiah40 wrote:I think that 19 troops between the two territories would be good as this will prevent any chance of anyone getting wiped out first turn. Actually, if some one had really lucky dice - like I did once on Classic, taking 30 troops with my lowly 17 and breaking 2 continents in the process - they could do it, but the probabilities of that happening that often are like getting struck by lightening.
does anyone agree with that?
-Sully
I see what you're saying.
Is there any way then that the maximum bonus/deployment received can be limited by using the xml?-SullyVictor Sullivan wrote:Ah! I'm sorry, cairns. The breakdown looks like this:
8 starting positions of 2 territories each (16 total territories) + 3 killer neutrals + 1 neutral + 84 deployable/droppable territories = 104 total territories, as per the first post.
Hm, doesn't look good... And the starting values would have to be increased fairly substantially. I suggest we change the standard +1 per 3 territory bonus to +1 per 5, so the values will look much more manageable:
- 2 players --> 36 [+12] (no position max); 32 [+10] (max="2"); 30 [+10] (max="1")
3 players --> 32 [+10] (no position max & max="2"); 30 [+10] (max="1")
4 players --> 25 [+8] (no position max & max="2"); 23 [+7] (max="1")
5 players --> 18 [+6]
6 players --> 16 [+5]
7 players --> 14 [+4]
8 players --> 12 [+4]
Hm, still not fantastic, but this could be remedied with a neutral:
- 2 players --> 36 [+7] (no position max); 32 [+6] (max="2"); 30 [+6] (max="1")
3 players --> 32 [+6] (no position max & max="2"); 30 [+6] (max="1")
4 players --> 25 [+5] (no position max & max="2"); 23 [+4] (max="1")
5 players --> 18 [+3]
6 players --> 16 [+3]
7 players --> 14 [+3]
8 players --> 12 [+3]
Of course, I still need to look into those 3-territory bonuses, which could mess with these values a bit.
- 2 players --> 35 [+7] (no position max); 31 [+6] (max="2"); 29 [+5] (max="1")
3 players --> 31 [+6] (no position max & max="2"); 29 [+5] (max="1")
4 players --> 24 [+4] (no position max & max="2"); 22 [+4] (max="1")
5 players --> 18 [+3]
6 players --> 15 [+3]
7 players --> 13 [+3]
8 players --> 12 [+3]
-Sully

my usual bête noire. saraga needs a neutral start, so does saut nambis and probably waigani too. will each start position comprise a 12-stack and a 7-stack, with no other start positions? i just want to make sure.Victor Sullivan wrote:Of course, I still need to look into those 3-territory bonuses, which could mess with these values a bit.
why not reverse the current 7 and 12 (or victor's suggested 4 and 15), so that the first player starts with 7 (or 4) plus his deployment for attack? this will reduce the first mover advantage somewhat, especially for freestyle (where a big initial stack can be devastating against someone who spends just a few seconds analysing the initial position), but also for sequential games. if someone wants to use his 12 (or 15), then he must fort forward and let someone have a chance at hitting the stack.Victor Sullivan wrote:You are giving the first player far too much power. A 12 on the front territory plus a deploy could do tons of damage in one turn, potentially knocking the second player (in a 1v1 situation) down multiple territories, reducing said player's territory bonus down by at least 1, though likely more - 2 or even 3.cairnswk wrote:OK, we'll start off with 19 trooops between the two territories, but let's go for 12 on the front territory and 7 one the tribe.

As is currently, yes, though I wonder if perhaps they could be used as an alternative from using neutrals? For example, Waigani could be split between Jiwiki, Motu and Iwan.iancanton wrote:my usual bête noire. saraga needs a neutral start, so does saut nambis and probably waigani too. will each start position comprise a 12-stack and a 7-stack, with no other start positions? i just want to make sure.Victor Sullivan wrote:Of course, I still need to look into those 3-territory bonuses, which could mess with these values a bit.
Mmm. what changed your mind?isaiah40 wrote:I agree, 12 on the tribe and 7 in front.

This:cairnswk wrote:Mmm. what changed your mind?
This does make more sense.iancanton wrote:why not reverse the current 7 and 12 (or victor's suggested 4 and 15), so that the first player starts with 7 (or 4) plus his deployment for attack? this will reduce the first mover advantage somewhat, especially for freestyle (where a big initial stack can be devastating against someone who spends just a few seconds analysing the initial position), but also for sequential games. if someone wants to use his 12 (or 15), then he must fort forward and let someone have a chance at hitting the stack.
ian.
O well! i know when i'm beaten...isaiah40 wrote:This:cairnswk wrote:Mmm. what changed your mind?This does make more sense.iancanton wrote:why not reverse the current 7 and 12 (or victor's suggested 4 and 15), so that the first player starts with 7 (or 4) plus his deployment for attack? this will reduce the first mover advantage somewhat, especially for freestyle (where a big initial stack can be devastating against someone who spends just a few seconds analysing the initial position), but also for sequential games. if someone wants to use his 12 (or 15), then he must fort forward and let someone have a chance at hitting the stack.
ian.
